Stratagems (234)
General
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPBIO-HORROR REVELATION
Opponent’s turn - Shooting phase
WHEN: Start of your opponent's Shooting phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPEVASIVE VANGUARD
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPGENE-TWISTED MUSCLE
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPHYPER-METABOLIC VIGOUR
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPSTIMULATED BIO-SURGE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase.
EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPA DARK NETWORK
Opponent’s turn - Movement phase
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.
TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to 6".
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPSYMBIOTIC DESTRUCTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.
EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPDIVINE IMPERATIVE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.
EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPHYPERFEROCITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRESISTANCE TUNNELS
Opponent’s turn - Charge phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPGROWING DREAD
Opponent’s turn - Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPMONSTROUS MOMENTUM
Either player’s turn - Fight phase
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPUNSTOPPABLE BRUTES
Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.
TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once per turn.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1 CPA DEADLY SNARE
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.
EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPCOORDINATED TRAP
Either player’s turn - Shooting or Fight phase
WHEN: The start of your Shooting phase or the start of the Fight phase.
TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2 CPPRIMED AND READIED
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPRETURN TO THE SHADOWS
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPTUNNEL CRAWLERS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.
EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1 CPALONG SHADOWED TRAILS
Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.